Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Possessor Bonus Class 1.6.6

Items Vault 1.6.0

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by The Time Wizard at level 30 on the 75th Regrowth 123rd year of Ascendancy at 22:24
Killed by Rak'shor, Grand Necromancer of the Pride at level 49 on the 53rd Haze 123rd year of Ascendancy at 05:05
Killed by Grushnak, Battlemaster of the Pride at level 50 on the 24th Regrowth 124th year of Ascendancy at 17:02

Effective talent level: 1.3Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 157 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Magic stat.

Rune: Shatter Afflictions

Class Talents

Chronomancy / Spellbinding

1.60

Effective talent level: 8.0Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Empowers the selected chronomancy spell, increasing spellpower when casting it by 62%.
Each spell can only be spellbound in one way at a time.

Current Empowered Spell: Attenuate

Empower

5/5

Effective talent level: 8.0Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Extends the duration of the selected chronomancy spell by 31%.
Each spell can only be spellbound in one way at a time.

Current Extended Spell: Temporal Reprieve

Extension

5/5

Effective talent level: 8.0Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Reduces the cooldown of the selected chronomancy spell by 31%.
Each spell can only be spellbound in one way at a time.

Current Matrix Spell: Webs of Fate

Matrix

5/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Reduces the casting speed of the selected chronomancy spell by -10%.
Each spell can only be spellbound in one way at a time.

Current Quickened Spell: None

Quicken

0/5

Chronomancy / Spacetime Folding

1.60

Effective talent level: 4.8Use mode: PassiveIs: a spellDescription: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 159.16 physical and 164.09 temporal (warp) damage.
The mines are hidden traps (64 detection and 80 disarm power based on your Magic), last for 11 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.

Current Spacetime Folding Range: 8

Warp Mines

3/5

Effective talent level: 3.2Use mode: ActivatedParadox cost: 16Range: 8Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Tether the target to the location for 9 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 131.99 physical and 136.08 temporal (warp) damage to all enemies in a radius of 1 at both the entrance and exit locations.
The damage will scale with your Spellpower.

Spatial Tether

2/5

Effective talent level: 1.6Use mode: ActivatedParadox cost: 16Range: 8Cooldown: 4Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 4 and 9 tiles from you and may be stunned, blinded, confused, or pinned for 2 turns.
The chance of teleportion will scale with your Spellpower.

Banish

1/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 26.7Range: 8Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Create a radius three anti-teleport field for 3 turns and daze all enemies in the area of effect for two turns.
Enemies attempting to teleport while anchored take 17.21 physical and 17.74 temporal (warp) damage.
The damage will scale with your Spellpower.

Dimensional Anchor

0/5

Chronomancy / Matter

1.60

Effective talent level: 1.6Use mode: ActivatedParadox cost: 13.3Range: 10Cooldown: 3Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Fires a beam that turns matter into dust, inflicting 115.55 temporal damage and 112.07 physical (warp) damage.
Alternatively you may target yourself, creating a field of radius 1 around you that will inflict the damage over three turns.
The damage will scale with your Spellpower.

Effective talent level: 1.6Use mode: ActivatedParadox cost: 20Range: 10Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Create a tightly bound matter wall of up to a length of 3 that lasts 5 turns.
If any part of this wall is dug out it will explode, causing targets in a radius of 1 to bleed for 193.82 physical damage over six turns.

Materialize Barrier

1/5

Effective talent level: 3.2Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: While active your physical and temporal damage has a 35% chance to remove one beneficial physical or magical temporary effect (respectively) from targets you hit.
Only one physical and one magical effect may be removed per turn from each target.
Additionally your Dust to Dust spell now digs up to 3 tiles into walls.

Disintegration

2/5

Chronomancy / Gravity

1.60

Effective talent level: 1.6Use mode: ActivatedParadox cost: 13.3Range: melee/personalCooldown: 4Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Sends out a blast wave of gravity in a radius 4 cone, dealing 203.91 base physical (gravity) damage and knocking back targets caught in the area.
Targets knocked into walls or other targets take 25% additional damage and deal 25% damage to targets they're knocked into.
Closer targets will be knocked back further and the damage will scale with your Spellpower.

Repulsion Blast

1/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 20Range: 6Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Creates a gravity spike in a radius of 1 that moves all targets towards the spell's center and inflicts 34.19 physical (gravity) damage.
Each target moved beyond the first increases the damage by 4.27 (up to a maximum of 17.10 bonus damage).
Targets take reduced damage the further they are from the epicenter (20% less per tile).
The damage dealt will scale with your Spellpower.

Gravity Spike

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Create a gravity field around you that converts -4% all damage you deal into physical damage, slows incoming projectiles by -20%, and protects you from all gravity damage and effects.
Additionally, damage dealt by Repulsion Blast has a -117% chance to reduce the target's knockback resistance by half for two turns.

Gravity Locus

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 26.7Range: 6Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Increases local gravity in a radius of 4 for 1 turns, dealing 8.64 physical (gravity) damage as well as decreasing the global speed of all affected targets by -2%.
The damage done will scale with your Spellpower.

Gravity Well

0/5

Chronomancy / Stasis

1.60

Effective talent level: 1.6Use mode: PassiveIs: a spellDescription: You automatically adjust your Paradox 1.45 points towards your preferred Paradox each turn.
While using Spacetime Tuning twice this value will instead be added to the amount you would normally tune.

Spacetime Stability

1/5

Effective talent level: 8.0Use mode: ActivatedParadox cost: 32Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (881) is absorbed, or the time runs out (17 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 56%.
The shield's max absorption will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: For the next 1 turns you may not create minor anomalies. You do not regain Paradox or lose the spell you're casting if a random anomaly would normally occur.
This spell has no effect on major anomalies.

Static History

0/5

Chronomancy / Speed Control

1.60

Effective talent level: 1.6Use mode: PassiveIs: a spellDescription: When you move you gain 14% movement speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Celerity

1/5

Effective talent level: 8.0Use mode: PassiveIs: a spellDescription: When you use a non-instant chronomancy spell you gain 20% attack, spell, and mind speed for 2 turns. This effect stacks up to three times but can only occur once per turn.

Effective talent level: 1.6Use mode: ActivatedParadox cost: 13.3Range: 10Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Rethread the timeline, dealing 231.10 temporal damage to the target before moving on to a second target.
Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

Rethread

1/5

Effective talent level: 1.6Use mode: ActivatedParadox cost: 32Range: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: For the next 5 turns two alternate versions of you enter your timeline. While the effect is active all damage done by you or your copies is reduced by two thirds and all damage received is split between the three of you.
Temporal Fugue does not normally cooldown while active. You may take direct control of your clones, give them orders, and set their talent usage.
Damage you deal to Fugue Clones or that they deal to you or each other is reduced to zero.

Temporal Fugue

1/5

Effective talent level: 1.6Use mode: PassiveIs: a spellDescription: Your Rethread now braids the lifelines of all targets it hits for 3 turns. Braided targets take 33% of all damage dealt to other braided targets.
The amount of damage shared will scale with your Spellpower.

Braid Lifelines

1/5

Effective talent level: 4.8Use mode: ActivatedParadox cost: 32Range: 10Cooldown: 24Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Over the next 8 turns, you attempt to remove the target from the timeline, lowering its resistance to physical and temporal damage by 49%.
If you manage to kill the target while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The resistance penalty will scale with your Spellpower.

Cease to Exist

3/5

Chronomancy / Flux

1.60

Effective talent level: 3.2Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Create an anomaly, reducing your Paradox by 93. This spell will never produce a major anomaly.
Induced Anomalies may not be held by Twist Fate, nor do they cause held anomalies to trigger. However upon learning Twist Fate you may target Induced Anomalies.
The Paradox reduction will increase with your Spellpower.

Induce Anomaly

2/5

Effective talent level: 4.8Use mode: SustainedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: While active 30% of all damage you take is converted into 0.41 Paradox per point.
The Paradox is gained over three turns.

Reality Smearing

3/5

Effective talent level: 8.0Use mode: ActivatedParadox cost: 13.3Range: 10Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Deals 859.88 temporal damage over 5 turns to all targets in a radius of 2. Targets with Reality Smearing active will instead recover 304 life over four turns.
If a target is reduced below 20% life while Attenuate is active it may be instantly slain.
The damage will scale with your Spellpower.

Attenuate

5/5

Effective talent level: 3.2Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: If Twist Fate is not on cooldown minor anomalies will be held for 5 turns, allowing your spell to cast as normal. While held you may cast Twist Fate in order to trigger the anomaly and may choose the target area.
If a second anomaly occurs while a prior one is held or the timed effect expires the first anomaly will trigger immediately, interrupting your current turn or action.
Paradox reductions from held anomalies occur when triggered.

Current Anomaly: None

Twist Fate

2/5

Chronomancy / Timetravel

1.60

Effective talent level: 1.6Use mode: ActivatedParadox cost: 13.3Range: 10Fixed Cooldown: 3Travel Speed: 300% of baseUsage Speed: Spell (63% of a turn)Is: a spellDescription: Pull a bolt of temporal energy back through time. The bolt will home in on your location, dealing 149.22 temporal damage to targets, and reducing the cooldown of one chronomancy talent on cooldown by one turn per enemy hit.
The bolt gains 5% damage each time it moves and the damage will scale with your Spellpower.
At talent level five cooldowns are reduced by two.

Effective talent level: 8.0Use mode: ActivatedParadox cost: 32Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Creates a temporal echo in a radius of 5 around you. Affected targets take 461.29 temporal damage, as well as up to 45% of the difference between their current life and max life as additional temporal damage.
The additional damage will be divided by the target's rank and the damage scales with your Spellpower.

Echoes From The Past

5/5

Generic Talents

Chronomancy / Chronomancy

1.60

Effective talent level: 1.6Use mode: ActivatedParadox cost: 13.3Range: 14Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: You peer into the future, sensing creatures and traps in a radius of 14 for 3 turns.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.

Precognition

1/5

Effective talent level: 1.6Use mode: PassiveIs: a spellDescription: Gain 26 defense and 6% chance to shrug off critical hits.
If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits.
These bonuses scale with your Magic stat.

Foresight

1/5

Effective talent level: 3.2Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Choose an activatable spell that affects only you, does not require a target, and does not have a fixed cooldown. When you take damage that reduces your life below 37% the spell will automatically cast.
This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower.
This effect can only occur once every 50 turns and takes place after the damage is resolved.

Current Contingency Spell: Time Shield

Contingency

2/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 32Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: You peer into three possible futures, allowing you to explore each for 1 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.

See the Threads

0/5

Chronomancy / Spacetime Weaving

1.60

Effective talent level: 6.4Use mode: ActivatedParadox cost: 13.3Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Teleports you to up to 10 tiles away, to a targeted location in line of sight.
At talent level 5 you may swap positions with a target creature.

Dimensional Step

4/5

Effective talent level: 6.4Use mode: PassiveIs: a spellDescription: When you teleport you reduce the duration of a single detrimental effect by 7 turns.

Dimensional Shift

4/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 13.3Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 13 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.

Wormhole

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: When you teleport you fire a pulse that jolts enemies out of phase in a radius of 0 around both the start and the destination point.
Each target has a 2% chance per tile you travelled to be stunned, blinded, confused, or pinned for 1 turns.

Phase Pulse

0/5

Race / Parasite

1.30

Effective talent level: 1.3Use mode: ActivatedRange: melee/personalCooldown: 42Travel Speed: instantaneousUsage Speed: Weapon (63% of a turn)Description: You try to bite off your foe with your head for 163% blight weapon damage.
If the target falls under 20% life you have 54% chances to outright kill it (bosses are immune).
Whenever you succesfully bite a foe you regenerate 18.0 life per turn for 5 turns.
Instant kill chances and regeneration increase with your Constitution stat and weapon damage increases with the highest of your Strength, Dexterity or Magic stat.

Effective talent level: 1.6Use mode: PassiveIs: a spellDescription: Each time you would take damage from someone else you gain one Spin, increasing your defense and saves by 4 for three turns.
This effect may occur once per turn and stacks up to three Spin (for a maximum bonus of 12).

Spin Fate

1/5

Effective talent level: 4.8Use mode: ActivatedParadox cost: 13.3Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate to Seal Fate for 6 turns. When you damage a target while Seal Fate is active you gain Spin and have a 40% chance to increase the duration of one detrimental status effect on it by one turn.
If you have Spin Fate active the chance will be increased by 33% per Spin (for 79% at three Spin.)
The duration increase can occur up to 4 times per turn and the bonus Spin once per turn.

Effective talent level: 8.0Use mode: ActivatedParadox cost: 32Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: For the next 6 turns you displace 35% of any damage you receive onto a random enemy.
While Webs of Fate is active you may gain one additional Spin per turn and your maximum Spin is doubled.

Effective talent level: 1.5Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 1.6Use mode: ActivatedParadox cost: 13.3Range: 10Fixed Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: You sap the target's energy and add it to your own, placing up to 1 random talents on cooldown for 2 turns.
For each talent put on cooldown, you reduce the cooldown of one of your talents currently on cooldown by 2 turns.

Energy Absorption

1/5

Effective talent level: 1.6Use mode: ActivatedParadox cost: 26.7Range: melee/personalFixed Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: The next talent you cast with a cooldown of 5 or less will not go on cooldown.
Once a talent is effected by this spell or 5 turns pass the effect is lost.

Redux

1/5

Effective talent level: 4.8Use mode: ActivatedParadox cost: 26.7Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Each turn, for the next 7 turns, one of the target's sustained talents will be deactivated.

Entropy

3/5

Prodigies

Effective talent level: 1.3Use mode: PassiveDescription: Your talent masteries are increased by 0.3. Note that many talents will not benefit from this increase.

Adept

1/1

Effective talent level: 1.3Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You focus your mind on the task at hand, regardless of how dire the situation is.
For 5 turns, none of your talents use any resources.

Hidden Resources

1/1

Effects

talent

Matrix

talent

Empower

talent

Reality Smearing

talent

Disintegration

talent

Matter Weaving

talent

Energy Decomposition

talent

Contingency

talent

Extension

detrimental effect

The target is frozen on the ground, able to act freely but not move.

Frozen Feet

beneficial effect

The target's accuracy and power have been increased by 12.

3 Fateweaver

beneficial effect

The target's spellpower has been increased by 30.

Spellsurge

beneficial effect

Increases attack, spell, and mind speed by 59%.

3 Time Dilation

detrimental effect

Damage received in the past is returned as 83.97 paradox damage per turn.

Reality Smearing

detrimental effect

The target is poisoned, taking 83.46 nature damage per turn.

Deadly Poison

detrimental effect

Badly off balance. Global damage is reduced by 15%.

Off-balance

beneficial effect

The target is being grounded in the timeline and is healing 328.05 life per turn.

Attenuate

beneficial effect

The time distortion has created a restoration field, healing the target for 77 each turn.

Temporal Restoration Field

beneficial effect

The target has 48 increased life regeneration.

Recovery

detrimental effect

Zone-wide effect: +20 defense, +20 all saves, -20 spell power.

Disciplined Aura

beneficial effect

The target's defense and saves have been increased by 12.

3 Spin

beneficial effect

The target has a 79% chance of increasing the duration of one detrimental status effects on targets it damages by one.

Seal Fate

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.

Back and there again

active

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You failed to protect the injured seer from death by Emirialrann the snow giant chieftain.

Escort: injured seer (level 1 of Daikara)

failed

You successfully escorted the injured seer to the recall portal on level 2 of Trollmire.
As a reward you improved Magic by +5.

Escort: injured seer (level 2 of Trollmire)

done

You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.
As a reward you improved Magic by +5.

Escort: lone alchemist (level 3 of Trollmire)

done

You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell.
As a reward you improved Magic by +5.

Escort: lone alchemist (level 5 of Dreadfell)

done

You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell.
As a reward you improved Magic by +5.

Escort: lost defiler (level 6 of Dreadfell)

done

You failed to protect the lost warrior from death by orc grand master assassin.

Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)

failed

You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 8 of Dreadfell)

done

You failed to protect the temporal explorer from death by The Time Wizard.

Escort: temporal explorer (level 2 of Old Forest)

failed

The unhallowed morass is the name of the 'zone' surrounding Point Zero.
The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on.* You have explored the morass and destroyed the weaver queen, finding strange traces on it.* You have helped defend Point Zero.

Future Echoes

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.

Important news

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.

Lost Knowledge

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Shax the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.
* You have slain Urkis. Return to Angolwen or Zigur for a reward.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.

Strange new world

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.Marus of Elvala has completed an elixir of mastery without your aid.You have aided Agrimley the hermit in creating an elixir of focus.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed storm wyrm claw. * You've found the needed ritch stinger.

The Brotherhood of Alchemists

active

You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.

The Doom of the World!

completed

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
9 lumberjacks have died.

The beast within

done

Investigate the bastions of the Pride.* You have destroyed Rak'shor.* You have destroyed Vor.* Grushnak Pride, near a small mountain range in the north west.* You have destroyed Gorbat.

The many Prides of the Orcs

active

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.

This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 11Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 664% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 32% for 2 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Spell (63% of a turn)Is: a spellDescription: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned.
Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
Images inherit all of your life, resistance, armor, defense, and armor hardiness.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to summon a protective storm around you for 4 turns.
While active the storm will completely block all damage over 19 up to 8 times.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze

Spellblaze Echoes

The Far-Hand
Powered by unknown forces0.10 Encumbrance.

[Unique]
Type: jewelry / amulet ; tier 3

When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%It can be used to activate talent Teleport (costing 36 power out of 36/36) :Effective talent level: 5.2Power cost: 36 out of 36/36.Range: 10Travel Speed: instantaneousIs: a spellDescription: Teleports you randomly within a large range (192).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 15).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.

When wielded/worn:
Accuracy: +13 (+7 eff.)
Armour penetration: +13
Defense: +13 (+4 eff.)
Changes resistances penetration: +25% arcane
Changes damage: +18% cold / +9% arcane / +9% light
Critical mult.: +20.00%
Maximum vim: +50.00
Spell crit. chance: +5%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.6Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 5 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

painweaver's steel ring of pilfering
Crafted by a master0.10 Encumbrance.

Type: jewelry / ring ; tier 2

When wielded/worn:
Accuracy: +9 (+5 eff.)
Armour penetration: +8
Physical power: +9 (+4 eff.)
Defense: +9 (+3 eff.)
Changes damage: +6% all
Spellpower: +8 (+2 eff.)
Mindpower: +7 (+2 eff.)It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.6Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 5 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.

Seeds of the Black Tree (115% power, 27 apr, darkness damage)

This item will automatically be transmogrified when you leave the level.Zanisin the elven-wood magestaff (129% power, 5 apr, cold element)
Requires:- Magic 35

When wielded/worn:
Changes stats: +15 Mag
Changes resistances: +13% all
Reduce damage by fixed amount: +22 all
Changes damage: +22% blight
Spellpower: +15 (+3 eff.)
Spell crit. chance: +8%
Movement speed: +32%It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) :Effective talent level: 3.9Power cost: 15 out of 20/20.Range: 8Travel Speed: instantaneousIs: a spellDescription: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%.
You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain.
Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.
If at least 1 enemy is effected by the cone you gain an additional 20 insanity.

This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.

Forbidden Tome: "The Day It Came"
Powered by unknown forces2.00 Encumbrance.

[Unique]
Type: tome / forbidden

It can be used to read the book.

The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?

When wielded/worn:
Changes resistances: +7% blight / +7% darkness
Spellpower: +4 (+1 eff.)
Spell crit. chance: +4%
Light radius: +3
Infravision radius: +3
See invisible: +5
The wearer is treated as an undead.
The wearer no longer has to breathe.It can be used to activate talent Retch, placing all other charms into a 30 cooldown :Effective talent level: 2.6Power cost: 30 out of 30/30.Range: melee/personalTravel Speed: instantaneousDescription: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 30 blight damage or heals 48 life.
Creatures standing in the retch also have 14% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

brass lantern of corpselight

bright alchemist's lamp of health
Infused by nature
Crafted by a master1.00 Encumbrance.

An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul.

Shard of Crystalized Time

Crystal Focus
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 2

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact)

Activation costs 1 power out of 1/1.

This crystal radiates the power of the Spellblaze itself.

Crystal Focus

Crystal Heart
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 5

When wielded/worn:
Changes stats: +5 Con
Changes resistances: +20% arcane / +20% blight(The created item can be activated to recover the Heart.)Latent Damage Type: ArcaneIt can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact)

Activation costs 1 power out of 1/1.

This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.

One of the ruby eyes of the legendary giant golem Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

It can be used to shoot a cone of flames (radius 5) for 663.08 fire damage (based on Magic)

Activation costs 50 power out of 75/75.

Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.

Gwai's Burninator

Rod of Entropy (1/1)
Powered by unknown forces2.00 Encumbrance.

[Unique]
Type: charm / rod ; tier 2

When carried:
Light radius: -1It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 169% of the healing done. This effect scales with your Magic stat.

Activation costs 75 power out of 75/75.

This rod seems to make light die around it. You feel tired just looking at it.

Rod of Entropy (1/1)

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Rod of Spydric Poison (1/1)
Infused by nature2.00 Encumbrance.

[Unique]
Type: charm / rod

It can be used to shoot a bolt of spydric poison out to range 8, dealing 603.33 nature damage (based on Magic) over 6 turns while rendering the target unable to move

Activation costs 25 power out of 25/25.

This rod carved out of a giant spider fang continuously drips venom.

Rod of Spydric Poison (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

When carried:
Light radius: +1Latent Damage Type: LightIt can be used to map surroundings within range 20

Activation costs 30 power out of 30/30.

The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.

Achievements

A dangerous secret (Insane (Roguelike) difficulty)Found the mysterious staff and told Last Hope about it.
By The Time Wizard the Cornac Paradox Mage level 391st Mirth 123rd year of Ascendancy at 00:54see stats

Against all odds (Insane (Roguelike) difficulty)Killed Ukruk in the ambush.
By The Time Wizard the Cornac Paradox Mage level 3858th Pyre 123rd year of Ascendancy at 23:51see stats

Arachnophobia (Insane (Roguelike) difficulty)Destroyed the spydric menace.
By The Time Wizard the Cornac Paradox Mage level 446th Flare 123rd year of Ascendancy at 16:47see stats

Best album ever! (Insane (Roguelike) difficulty)Removed 89 beneficial effects from enemies via Disintegration.
By The Time Wizard the Cornac Paradox Mage level 2963rd Regrowth 123rd year of Ascendancy at 05:41see stats

Brave new world (Insane (Roguelike) difficulty)Went to the Far East and took part in the war.
By The Time Wizard the Cornac Paradox Mage level 421st Flare 123rd year of Ascendancy at 22:21see stats

Bringer of Doom (Insane (Roguelike) difficulty)Killed a Bringer of Doom.
By The Time Wizard the Cornac Paradox Mage level 3331st Pyre 123rd year of Ascendancy at 07:22see stats

Can you bear it? So much bearness! (Insane (Roguelike) difficulty)Killed Borius in the Bearscape.
By The Time Wizard the Cornac Paradox Mage level 3221st Pyre 123rd year of Ascendancy at 11:24see stats

Eye of the storm (Insane (Roguelike) difficulty)Freed Derth from the onslaught of the mad Tempest, Urkis.
By The Time Wizard the Cornac Paradox Mage level 4977th Haze 123rd year of Ascendancy at 02:46see stats

Fear me not! (Insane (Roguelike) difficulty)Survived the Fearscape!
By The Time Wizard the Cornac Paradox Mage level 3347th Pyre 123rd year of Ascendancy at 10:14see stats

Level 10 (Insane (Roguelike) difficulty)Got a character to level 10.
By The Time Wizard the Cornac Paradox Mage level 101st Dusk 122nd year of Ascendancy at 20:29see stats

Level 20 (Insane (Roguelike) difficulty)Got a character to level 20.
By The Time Wizard the Cornac Paradox Mage level 2035th Haze 122nd year of Ascendancy at 19:03see stats

Level 30 (Insane (Roguelike) difficulty)Got a character to level 30.
By The Time Wizard the Cornac Paradox Mage level 3066th Regrowth 123rd year of Ascendancy at 02:25see stats

Level 40 (Insane (Roguelike) difficulty)Got a character to level 40.
By The Time Wizard the Cornac Paradox Mage level 407th Mirth 123rd year of Ascendancy at 01:56see stats

Level 50 (Insane (Roguelike) difficulty)Got a character to level 50.
By The Time Wizard the Cornac Paradox Mage level 508th Allure 124th year of Ascendancy at 18:25see stats

Race through fire (Insane (Roguelike) difficulty)Raced through the fires of the Charred Scar to stop the Sorcerers.
By The Time Wizard the Cornac Paradox Mage level 501st Regrowth 124th year of Ascendancy at 02:43see stats

Rescuer of the lost (Insane (Roguelike) difficulty)Rescued the merchant from the assassin lord.
By The Time Wizard the Cornac Paradox Mage level 2035th Haze 122nd year of Ascendancy at 23:11see stats

Size is everything (Insane (Roguelike) difficulty)Did over 1500 damage in one attack.
By The Time Wizard the Cornac Paradox Mage level 4851st Haze 123rd year of Ascendancy at 01:16see stats

Size matters (Insane (Roguelike) difficulty)Did over 600 damage in one attack.
By The Time Wizard the Cornac Paradox Mage level 3220th Pyre 123rd year of Ascendancy at 08:56see stats

Sliders (Insane (Roguelike) difficulty)Activated a portal using the Orb of Many Ways.
By The Time Wizard the Cornac Paradox Mage level 4110th Mirth 123rd year of Ascendancy at 18:49see stats

That was close (Insane (Roguelike) difficulty)Killed your target while having only 1 life left.
By The Time Wizard the Cornac Paradox Mage level 2546th Regrowth 123rd year of Ascendancy at 14:59see stats

The Arena (Insane (Roguelike) difficulty)Unlocked Arena mode.
By The Time Wizard the Cornac Paradox Mage level 1213rd Dusk 122nd year of Ascendancy at 14:21see stats

The Restless Dead (Insane (Roguelike) difficulty)Disturbed an old battlefield and survived the consequences.
By The Time Wizard the Cornac Paradox Mage level 2547th Regrowth 123rd year of Ascendancy at 02:42see stats

The secret city (Insane (Roguelike) difficulty)Discovered the truth about mages.
By The Time Wizard the Cornac Paradox Mage level 2360th Haze 122nd year of Ascendancy at 22:51see stats

There and back again (Insane (Roguelike) difficulty)Opened a portal to Maj'Eyal from the Far East.
By The Time Wizard the Cornac Paradox Mage level 4563rd Dusk 123rd year of Ascendancy at 00:20see stats

Unstoppable (Insane (Roguelike) difficulty)Returned from the dead.
By The Time Wizard the Cornac Paradox Mage level 3075th Regrowth 123rd year of Ascendancy at 22:24see stats

Vampire crusher (Insane (Roguelike) difficulty)Destroyed the Master in its lair of the Dreadfell.
By The Time Wizard the Cornac Paradox Mage level 3757th Pyre 123rd year of Ascendancy at 22:24see stats

Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)Killed the weaver queen and the temporal defiler.
By The Time Wizard the Cornac Paradox Mage level 577th Pyre 122nd year of Ascendancy at 21:42see stats

Log

Grushnak, Battlemaster of the Pride uses Assault.
Grushnak, Battlemaster of the Pride is no longer invigorated.Grushnak, Battlemaster of the Pride's beneficial effect was stripped!Grushnak, Battlemaster of the Pride's beneficial effect was stripped!Grushnak, Battlemaster of the Pride performs a melee critical strike against The Time Wizard!
The Time Wizard is recovering from the damage!Your Contingency triggered Time Shield!
Grushnak, Battlemaster of the Pride's blood frenzy intensifies!
The Time Wizard resists the terror!Grushnak, Battlemaster of the Pride performs a melee critical strike against The Time Wizard!
Grushnak, Battlemaster of the Pride roars triumphantly.The Time Wizard converts damage to paradox!Grushnak, Battlemaster of the Pride hits The Time Wizard for (30 dissipated), (21 converted), 49 physical, (9 dissipated), (6 converted), 15 cold, (12 dissipated), (8 converted), 19 physical, (46 dissipated), (32 converted), 75 cold, (89 dissipated), (199 converted), 464 physical, (89 dissipated), (87 converted), 202 physical (825 total damage).
Melee retaliation hits Grushnak, Battlemaster of the Pride for (10 blocked), 0 temporal, (16 blocked), 0 physical, 10 temporal, 16 physical, 10 temporal, 14 physical (50 total damage).The Time Wizard the level 50 cornac paradox mage was skewered to death by Grushnak, Battlemaster of the Pride and mounted on the barracks wall on level 3 of Grushnak Pride.
The Time Wizard deactivates Energy Decomposition.
The Time Wizard stops weaving fate.
The Time Wizard deactivates Matter Weaving.
The Time Wizard stops spinning fate.
The Time Wizard is no longer poisoned.
The Time Wizard is no longer being grounded.
The Time Wizard deactivates Matrix.
The Time Wizard is no longer surging arcane power.
The Time Wizard has finished recovering.
The Time Wizard deactivates Reality Smearing.
The Time Wizard deactivates Extension.
The Time Wizard deactivates Disintegration.
The Time Wizard deactivates Empower.
The Time Wizard deactivates Contingency.
The Time Wizard warms up.